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//============================================================================= // ZoneInfo, the built-in Unreal class for defining properties // of zones. If you place one ZoneInfo actor in a // zone you have partioned, the ZoneInfo defines the // properties of the zone. // This is a built-in Unreal class and it shouldn't be modified. //============================================================================= class ZoneInfo extends Info native nativereplication; #exec Texture Import File=Textures\ZoneInfo.pcx Name=S_ZoneInfo Mips=Off Flags=2 //----------------------------------------------------------------------------- // Zone properties. var() name ZoneTag; var() vector ZoneGravity; var() vector ZoneVelocity; var() float ZoneGroundFriction; var() float ZoneFluidFriction; var() float ZoneTerminalVelocity; var() name ZonePlayerEvent; var int ZonePlayerCount; var int NumCarcasses; var() int DamagePerSec; var() name DamageType; var() localized string DamageString; var(LocationStrings) localized string ZoneName; var LocationID LocationID; var() int MaxCarcasses; var() sound EntrySound; //only if waterzone var() sound ExitSound; // only if waterzone var() class<actor> EntryActor; // e.g. a splash (only if water zone) var() class<actor> ExitActor; // e.g. a splash (only if water zone) var skyzoneinfo SkyZone; // Optional sky zone containing this zone's sky. //----------------------------------------------------------------------------- // Zone flags. var() bool bWaterZone; // Zone is water-filled. var() const bool bFogZone; // Zone is fog-filled. var() const bool bKillZone; // Zone instantly kills those who enter. var() bool bNeutralZone; // Players can't take damage in this zone. var() bool bGravityZone; // Use ZoneGravity. var() bool bPainZone; // Zone causes pain. var() bool bDestructive; // Destroys carcasses. var() bool bNoInventory; var() bool bMoveProjectiles; // this velocity zone should impart velocity to projectiles and effects var() bool bBounceVelocity; // this velocity zone should bounce actors that land in it //----------------------------------------------------------------------------- // Zone light. var(ZoneLight) byte AmbientBrightness, AmbientHue, AmbientSaturation; var(ZoneLight) color FogColor; var(ZoneLight) float FogDistance; var(ZoneLight) const texture EnvironmentMap; var(ZoneLight) float TexUPanSpeed, TexVPanSpeed; var(ZoneLight) vector ViewFlash, ViewFog; //----------------------------------------------------------------------------- // Reverb. // Settings. var(Reverb) bool bReverbZone; var(Reverb) bool bRaytraceReverb; var(Reverb) float SpeedOfSound; var(Reverb) byte MasterGain; var(Reverb) int CutoffHz; var(Reverb) byte Delay[6]; var(Reverb) byte Gain[6]; //LEGEND:begin //----------------------------------------------------------------------------- // Lens flare. var(LensFlare) texture LensFlare[12]; var(LensFlare) float LensFlareOffset[12]; var(LensFlare) float LensFlareScale[12]; //----------------------------------------------------------------------------- // per-Zone mesh LOD lighting control // the number of lights applied to the actor mesh is interpolated between the following // properties, as a function of the MeshPolyCount for the previous frame. var() byte MinLightCount; // minimum number of lights to use (when MaxLightingPolyCount is exceeded) var() byte MaxLightCount; // maximum number of lights to use (when MeshPolyCount drops below MinLightingPolyCount) var() int MinLightingPolyCount; var() int MaxLightingPolyCount; // (NOTE: the default LOD properties (below) have no effect on the mesh lighting behavior) //LEGEND:end //============================================================================= // Network replication. replication { reliable if( Role==ROLE_Authority ) ZoneGravity, ZoneVelocity, // ZoneTerminalVelocity, // ZoneGroundFriction, ZoneFluidFriction, AmbientBrightness, AmbientHue, AmbientSaturation, TexUPanSpeed, TexVPanSpeed, // ViewFlash, ViewFog, // Not replicated because vectors replicated with elements rounded to integers bReverbZone, FogColor; } //============================================================================= // Iterator functions. // Iterate through all actors in this zone. native(308) final iterator function ZoneActors( class<actor> BaseClass, out actor Actor ); //LEGEND:begin -- moved out of PreBeginPlay() to allow overriding //============================================================================= simulated function LinkToSkybox() { local skyzoneinfo TempSkyZone; // SkyZone. foreach AllActors( class 'SkyZoneInfo', TempSkyZone, '' ) SkyZone = TempSkyZone; foreach AllActors( class 'SkyZoneInfo', TempSkyZone, '' ) if( TempSkyZone.bHighDetail == Level.bHighDetailMode ) SkyZone = TempSkyZone; } //LEGEND:end //============================================================================= // Engine notification functions. simulated function PreBeginPlay() { Super.PreBeginPlay(); // DEUS_EX CNN - set the SoundRadius to ZERO to fix the zone AmbientSound problem SoundRadius = 0; // call overridable function to link this ZoneInfo actor to a skybox LinkToSkybox(); } function Trigger( actor Other, pawn EventInstigator ) { // modified to toggle instead of just set to true - DEUS_EX CNN // modified to start the pain timer if you are alread in the zone - DEUS_EX CNN if (DamagePerSec != 0) { // bPainZone = true; bPainZone = !bPainZone; if (bPainZone) EventInstigator.PainTimer(); } } // When an actor enters this zone. event ActorEntered( actor Other ) { local actor A; local vector AddVelocity; if ( bNoInventory && Other.IsA('Inventory') && (Other.Owner == None) ) { Other.LifeSpan = 1.5; return; } if( Pawn(Other)!=None && Pawn(Other).bIsPlayer ) if( ++ZonePlayerCount==1 && ZonePlayerEvent!='' ) foreach AllActors( class 'Actor', A, ZonePlayerEvent ) A.Trigger( Self, Pawn(Other) ); if ( bMoveProjectiles && (ZoneVelocity != vect(0,0,0)) ) { if ( Other.Physics == PHYS_Projectile ) Other.Velocity += ZoneVelocity; else if ( Other.IsA('Effects') && (Other.Physics == PHYS_None) ) { Other.SetPhysics(PHYS_Projectile); Other.Velocity += ZoneVelocity; } } } // When an actor leaves this zone. event ActorLeaving( actor Other ) { local actor A; if( Pawn(Other)!=None && Pawn(Other).bIsPlayer ) if( --ZonePlayerCount==0 && ZonePlayerEvent!='' ) foreach AllActors( class 'Actor', A, ZonePlayerEvent ) A.UnTrigger( Self, Pawn(Other) ); } defaultproperties { ZoneGravity=(Z=-950.000000) ZoneGroundFriction=8.000000 ZoneFluidFriction=1.200000 ZoneTerminalVelocity=2500.000000 MaxCarcasses=3 bMoveProjectiles=True AmbientSaturation=255 TexUPanSpeed=1.000000 TexVPanSpeed=1.000000 SpeedOfSound=8000.000000 MasterGain=100 CutoffHz=6000 Delay(0)=20 Delay(1)=34 Gain(0)=150 Gain(1)=70 MinLightCount=6 MaxLightCount=6 MinLightingPolyCount=1000 MaxLightingPolyCount=5000 bStatic=True bNoDelete=True Texture=Texture'Engine.S_ZoneInfo' bAlwaysRelevant=True NetUpdateFrequency=4.000000 } |
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